Yup, it's this'n. So let's get right into it.
Boy, oh boy, Final Fantasy X. Is it the best entry in the series? No. Is it a better game than God of War 2? Definitely not. Yet as I struggle to write this summary, there is no other game that I can think of that would fit the #1 spot. And that's because, not only do I love the turn-based RPG genre, but... it was also the first Final Fantasy game that I really got into; from first coming into contact with it to finally buying and playing it for myself, a game that easily consumed five years of my life.
The story and world in FFX might be the most blatant in terms of points made, and as the last SquareSoft Final Fantasy, it also marked the end of an era, while being the start of another, more superficial and uninspired future for the series (with the MMOs and FF12 barely scootin' by, considering what was to come). However, that doesn't stop me being enamored with the two protagonists and the journey they go through: Tidus, the energetic blitzball superstar that functions as the audience surrogate; and Yuna, the reserved summoner carrying the weight of the world on her shoulders.
While most previous FF games start out small, and opened up as you progress, FFX presents you with big questions right from the start, and Tidus' clueless ass is the perfect vessel for players to take in this adventure one step at a time. His own confidence and playful nature also helps set the audience at ease, rather than feeling lost amidst the chaos. But it is through Yuna that the story of this game moves forward; she is the reason the party (and through Tidus, the player), continue this journey, her pilgrimage across the land of Spira, in the hopes of achieving a means to stop the cataclysmic monster Sin. And that's also why Yuna is my favorite character in the entire franchise (Zack Fair is a close second), as her determination and drive are apparent even through her shy and meek demeanor when you're introduced to her initially; and given how, unlike Tidus, she DOES understand what her journey might entail, she is aware of the consequences that might present themselves, and how her faith is challenged every step of the way, really showcases a strength not just in the character, but the writing as well.
In terms of exploration and level design, while FFX might have been a big step forward for the series, shedding the pre-rendered backgrounds of the PS1 era, Spira is left quite linear and restrained. It's no FF13, thankfully, as you're allowed to revisit almost every area you go to, and after a later point in the game, unlocking an airship gives you free range on where to go, including some optional dungeons and secret areas. It's no grand expanse, but you're given plenty of reasons to explore every nook and cranny for sidequests, extra gear, and additional skills. The equipment mechanics are interesting in concept, the ability to craft and graft specific abilities to your weapons and armor, but given the limited models for it, and the existence of Celestial Weapons, like a lot of aspects in the game, it comes off more like a means to extend gameplay needlessly, as several other games of that time did.
The combat system, meanwhile, is undoubtedly my favorite in the whole series, because it embraces the fact that it's a turn-based RPG. I've never been too keen on the ATB, and have definitely disliked the real time/turn-based hybrids that are leading the franchise further and further away from its roots, but FFX knows what it is, and fully embraces it. Based on specific stats, the Conditional Turn-Based Battle (CTB) system places every participant in the fight on a specific order, and every action taken by a character will affect how subsequent turns play out. Spells such as Haste will accelerate and give a character more turns, crippling abilities will push enemies further away from taking their own turn, and with the ability to switch party members on the fly, you have an approach dedicated to the player controlling the flow of combat, by taking advantage of enemy weaknesses and impeding them from attacking at all, something that, as the game progresses, especially with optional superbosses, develops into quite the challenge that is still all in control of the player.
Probably the most distinct aspect to FFX combat, however, is how summons, called Aeons, act as their own characters, all with stats and abilities of their own. All of them are informed by Yuna's development, and spamming them will definitely leave your other party members lacking, but it's always thrilling to drop yor giant monsters on the field and let them lay waste to your enemies. This also provides you with the Summoner fights, where Aeons can't be summoned by both parties at the same time, and how several bosses can easily destroy your summon, leaving you to plan out when it is most appropriate to use them. A very nice touch that is in line with the story of the game.
The progression system in FFX also deserves a highlight. The Sphere Grid replaces the usage of EXP with AP, and each character is placed upon a giant grid with slots to fill up, so as to increase their stats and learn new skills. Special key slots keep your characters on set paths at first, but you'll eventually be able to cross characters onto others' sections, allowing you to increase each party member's usage beyond their initial limitations, while minimizing their weaknesses and shortcomings as character-locked roles. It's definitely another aspect of the game done to extend gameplay, especially given how you can customize the entire Sphere Grid for all seven characters, but after playing FF12, I'm much more content with a system that provides unique roles to characters, letting you familiarize yourself with them, and then expanding their arsenal and abilities later on. Seriously, if you want to play FF12, which I recommend as my fourth favorite FF game, play it on PC with a merged License Board mod, it'll be so much more satisfying.
And to close it off, given how most of the positives above also provide some detail on the negatives, the art direction in FFX is just the right amount of overly-detailed before going down Belt Buckle Avenue. There's an overall ocean theme to the designs, with a lot of spirals and natural patterns to the architecture, character design, and even the monsters, that I enjoy massively (and the PS2 limitations probably kept it from going balls-to-the-wall insane). There's an obvious jank when it comes to facial animations and how a lot of voice lines are delivered, but the emotional peaks are all there, a prime example of both the good and bad being one of the speeches later in the game, how the animation and delivery contrast immensely with all the other characters in the scene. And of course, how can you forget the ridonkulously catchy tunes such as 'Hymn of the Fayth', 'Challenge', and 'Otherworld' (the song that until recently, I still believed had been composed by Ramnstein).
With that, it's done. Years ago, when I first thought of which game was my all-time favorite, I definitely had a big thunk on whether it was God of War 2 or Final Fantasy X. But in spite of all that has happened since, the state of the games industry as a whole, and how I changed in terms of standards, taste, and preferences, putting FFX on the #1 spot of this list is not a regret. It defined me as a person, as an enthusiast, I'm very happy that it opened so many doors and how it motivated me to push forward as an artist for several years now. Also, Rikku with X-2 costume was top tier first waifu, fite me.
Illustration now on my Redbubble page (https://www.redbubble.com/people/henlp/shop?asc=u). Or consider supporting me through SubscribeStar (https://www.subscribestar.com/qoh).
Boy, oh boy, Final Fantasy X. Is it the best entry in the series? No. Is it a better game than God of War 2? Definitely not. Yet as I struggle to write this summary, there is no other game that I can think of that would fit the #1 spot. And that's because, not only do I love the turn-based RPG genre, but... it was also the first Final Fantasy game that I really got into; from first coming into contact with it to finally buying and playing it for myself, a game that easily consumed five years of my life.
The story and world in FFX might be the most blatant in terms of points made, and as the last SquareSoft Final Fantasy, it also marked the end of an era, while being the start of another, more superficial and uninspired future for the series (with the MMOs and FF12 barely scootin' by, considering what was to come). However, that doesn't stop me being enamored with the two protagonists and the journey they go through: Tidus, the energetic blitzball superstar that functions as the audience surrogate; and Yuna, the reserved summoner carrying the weight of the world on her shoulders.
While most previous FF games start out small, and opened up as you progress, FFX presents you with big questions right from the start, and Tidus' clueless ass is the perfect vessel for players to take in this adventure one step at a time. His own confidence and playful nature also helps set the audience at ease, rather than feeling lost amidst the chaos. But it is through Yuna that the story of this game moves forward; she is the reason the party (and through Tidus, the player), continue this journey, her pilgrimage across the land of Spira, in the hopes of achieving a means to stop the cataclysmic monster Sin. And that's also why Yuna is my favorite character in the entire franchise (Zack Fair is a close second), as her determination and drive are apparent even through her shy and meek demeanor when you're introduced to her initially; and given how, unlike Tidus, she DOES understand what her journey might entail, she is aware of the consequences that might present themselves, and how her faith is challenged every step of the way, really showcases a strength not just in the character, but the writing as well.
In terms of exploration and level design, while FFX might have been a big step forward for the series, shedding the pre-rendered backgrounds of the PS1 era, Spira is left quite linear and restrained. It's no FF13, thankfully, as you're allowed to revisit almost every area you go to, and after a later point in the game, unlocking an airship gives you free range on where to go, including some optional dungeons and secret areas. It's no grand expanse, but you're given plenty of reasons to explore every nook and cranny for sidequests, extra gear, and additional skills. The equipment mechanics are interesting in concept, the ability to craft and graft specific abilities to your weapons and armor, but given the limited models for it, and the existence of Celestial Weapons, like a lot of aspects in the game, it comes off more like a means to extend gameplay needlessly, as several other games of that time did.
The combat system, meanwhile, is undoubtedly my favorite in the whole series, because it embraces the fact that it's a turn-based RPG. I've never been too keen on the ATB, and have definitely disliked the real time/turn-based hybrids that are leading the franchise further and further away from its roots, but FFX knows what it is, and fully embraces it. Based on specific stats, the Conditional Turn-Based Battle (CTB) system places every participant in the fight on a specific order, and every action taken by a character will affect how subsequent turns play out. Spells such as Haste will accelerate and give a character more turns, crippling abilities will push enemies further away from taking their own turn, and with the ability to switch party members on the fly, you have an approach dedicated to the player controlling the flow of combat, by taking advantage of enemy weaknesses and impeding them from attacking at all, something that, as the game progresses, especially with optional superbosses, develops into quite the challenge that is still all in control of the player.
Probably the most distinct aspect to FFX combat, however, is how summons, called Aeons, act as their own characters, all with stats and abilities of their own. All of them are informed by Yuna's development, and spamming them will definitely leave your other party members lacking, but it's always thrilling to drop yor giant monsters on the field and let them lay waste to your enemies. This also provides you with the Summoner fights, where Aeons can't be summoned by both parties at the same time, and how several bosses can easily destroy your summon, leaving you to plan out when it is most appropriate to use them. A very nice touch that is in line with the story of the game.
The progression system in FFX also deserves a highlight. The Sphere Grid replaces the usage of EXP with AP, and each character is placed upon a giant grid with slots to fill up, so as to increase their stats and learn new skills. Special key slots keep your characters on set paths at first, but you'll eventually be able to cross characters onto others' sections, allowing you to increase each party member's usage beyond their initial limitations, while minimizing their weaknesses and shortcomings as character-locked roles. It's definitely another aspect of the game done to extend gameplay, especially given how you can customize the entire Sphere Grid for all seven characters, but after playing FF12, I'm much more content with a system that provides unique roles to characters, letting you familiarize yourself with them, and then expanding their arsenal and abilities later on. Seriously, if you want to play FF12, which I recommend as my fourth favorite FF game, play it on PC with a merged License Board mod, it'll be so much more satisfying.
And to close it off, given how most of the positives above also provide some detail on the negatives, the art direction in FFX is just the right amount of overly-detailed before going down Belt Buckle Avenue. There's an overall ocean theme to the designs, with a lot of spirals and natural patterns to the architecture, character design, and even the monsters, that I enjoy massively (and the PS2 limitations probably kept it from going balls-to-the-wall insane). There's an obvious jank when it comes to facial animations and how a lot of voice lines are delivered, but the emotional peaks are all there, a prime example of both the good and bad being one of the speeches later in the game, how the animation and delivery contrast immensely with all the other characters in the scene. And of course, how can you forget the ridonkulously catchy tunes such as 'Hymn of the Fayth', 'Challenge', and 'Otherworld' (the song that until recently, I still believed had been composed by Ramnstein).
With that, it's done. Years ago, when I first thought of which game was my all-time favorite, I definitely had a big thunk on whether it was God of War 2 or Final Fantasy X. But in spite of all that has happened since, the state of the games industry as a whole, and how I changed in terms of standards, taste, and preferences, putting FFX on the #1 spot of this list is not a regret. It defined me as a person, as an enthusiast, I'm very happy that it opened so many doors and how it motivated me to push forward as an artist for several years now. Also, Rikku with X-2 costume was top tier first waifu, fite me.
Illustration now on my Redbubble page (https://www.redbubble.com/people/henlp/shop?asc=u). Or consider supporting me through SubscribeStar (https://www.subscribestar.com/qoh).
Category Artwork (Digital) / Fanart
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